Since the very beginning of the format Rabble and I experimented with Grixis Improvise. We correctly identified Metallic Rebuke and Herald of Anguish as strong payoffs for that strategy. In the end we gave up on trying to brew it - we couldn't make it work consistently.
Wednesday, BounceBurnBuff posted his "Grixis MeanTeam" decklist - a tapout control deck. The list struck me as being potentially very powerful and definitely well-positioned in the current meta. However, some things I found odd; mainly that many of his win-conditions seemed very clunky as well, being 6- or even 7-drops; or a Tezzeret with no other artifacts in the deck aside from the Gearhulks.
To that avail, I decided to try mixing BBBs idea with Improvise Control's ideas; this is the result and so far it has been working well (limited testing though).
Advent of BolasCreatures (5):
1 x
Jace, Vryn's Prodigy1 x
Kalitas, Traitor of Ghet1 x
Disciple of the Ring1 x
Torrential Gearhulk1 x
Herald of AnguishPlaneswalkers (3):
1 x
Liliana, the Last Hope1 x
Tezzeret the Schemer1 x
Ob Nixilis ReignitedSorceries (4):
2 x
Radiant Flames2 x
Dark IntimationsInstants (21):
3 x
Fatal Push3 x
Telling Time3 x
Harnessed Lightning4 x
Metallic Rebuke3 x
Unlicensed Disintegration3 x
Glimmer of Genius2 x
Confirm SuspicionsArtifacts (5):
4 x
Renegade Map1 x
Heart of KiranLands (22):
4 x
Island5 x
Swamp2 x
Mountain2 x
Smoldering Marsh2 x
Sunken Hollow2 x
Drowned Catacomb2 x
Sulfur Falls3 x
Aether HubQuite some things going on here. Let's try to tackle them in order.
Radiant Flames >
Yahenni's Expertise: 3-mana sweeper > 4-mana sweeper. I know Yahenni's Expertie can sometimes cast a CMC-3-or-less card, but being able to sweep a turn earlier is much more important IMO.
Dark Intimations is the card I wanted to try out when building this deck - and boy that card is amazing. Sure, it costs 5 mana, but it is a 4-for-1 that ticks many boxes previously unattended by Grixis Control, most notably PW removal. It also gives the deck recursion; something that is not typical for control decks at all.
Metallic Rebuke is my attempt at making the counterspells as flexible and smooth as possible. It sometimes costing 2 or even 1 mana only makes a big difference, especially against Aggro decks that want to curve out. It's probably the worst counterspell against control - but it still is a counterspell.
Confirm Suspicions is the card I'm actually the least certain about, because this is the kind of clunky counterspell that sits in your hand against Aggro. I wanted a hard-counter however, and the Clue tokens help us power out Herald of Anguish/Metallic Rebuke slightly later. Amazing card in Midrange or Control matchups, but I could see it getting cut.
Renegade Map >
Evolving Wilds: I agree with the general consensus that, without further synergies, Evolving Wilds is better than Renegade Map. However, in decks that have enough synergies with Map, it's worth building around the problems Map brings.
If you can cast it t1, Renegade Map is in some ways better than Evolving Wilds; mainly due to the added flexibility of cracking it whenever needed (or letting it stick around). The deck wants artifacts for Rebuke, Disintegration, Tezzeret and Herald; also the flexible Revolt trigger for Fatal Push is worth mentioning.
Map has two problems we need to work around. First, we have to be able to reliably cast it t1 - hence the large number of Basics; I wanted 14 untapped mana sources on turn 1. This means we have to make concessions somethere though - big Chandra is out of the picture for instance.
The second problem is trying to make Map less of a dead draw late. Indeed there are very few lategame situations you want a 1-mana artifact with no immediate impact in - the deck runs 5-6 cards that can make immediate use of it; and that number would be pushing it for almost any deck I believe.
Manabase: 4 Renegade Maps + 22 lands is roughly equivalent to a 26 land manabase; if you want to be really sure I'd suggest cutting Heart of Kiran for land #23.
We need 14 untapped lands in order to reliably get Renegade Map t1 (3
Aether Hub, 11 Basics); this leaves 8 slots for dual lands. Blue and Black are the main colours, so both
Drowned Catacomb and
Sunken Hollow are in.
With 11 Basics and 4 Maps, it should be rather easy to get the BfZ Duals to come into play untapped t3; also they turn on both checklands. Thus,
Smoldering Marsh is in; and
Sulfur Falls rounds out the manabase.
This base omits
Wandering Fumarole; it being a tapland does not work well with getting Maps online t1 and makes the deck more inconsistent against Aggro. The deck will generally have a use for all its mana.